Closed-Loop Splines

A closed-loop URoadSplineComponent lets you place various “islands” or extra road marks on roads, such as refuge islands, pedestrian crossings, or arrows:
A closed-loop spline forming a refuge island on a road

A closed-loop spline forming a pedestrian crossing fill

A closed-loop spline forming a road arrow marking

To start using a closed-loop spline, set two parameters on the URoadSplineComponent in the Details Panel:

  • Set Spline -> Closed Loop to true

  • Set Road -> RoadLayout -> LoopedRoadZone to a Driving or Sidewalk Road Zone

The Closed Loop and LoopedRoadZone properties set in the Details Panel

After this, the URoadSplineComponent turns into a familiar polygon-drawing tool:
Editing a closed-loop spline as a polygon by moving its points

In the Draw Spline Tool you can start drawing a closed-loop URoadSplineComponent immediately. To do this, set the following parameters in the tool:

  • Set Road Spline -> Loop to true

  • Set Road Spline -> LoopedRoadZone to Driving or Sidewalk

Drawing a closed-loop spline directly with the Draw Spline Tool

In the Details Panel of the URoadSplineComponent you can set the texture-coordinate parameters for the fill — angle and scale (LoopedRoadZoneTexAngle / LoopedRoadZoneTexScale): Adjusting the fill texture angle and scale of a closed-loop spline

Important

Keep the drawn “islands” in the same actor and SubGroup as the main road surface (the logically related URoadSplineComponents). That way baking generates the whole road section as a single seamless unit.

See also